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About this mod

This mod will make the combat of Enderal tougher, faster and more strategic. I intend to make Enderal feel different from Skyrim with increased enemy variety, new mechanics, new spells/potions and many other things.

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Version 1.37

These changes are nescessary to make future changes to followers easier and to fix some smaller issues

WARNING: Calia, Jespar, Lexil will have significantly less health in old save games
Calia, Jespar, Lexil will have about the same health as before in new games
Jespar deals 5% more damage

Arantheal/Lishari/Yuslan/Yaela will have slightly more health in old save games
Arantheal/Lishari/Yuslan/Yaela will have slightly less health in new games
Arantheal deals 10% increased damage to undead and ghosts (same as Calia and Jespar)

Signet Leader Jorek Bartarr and Dunwar are attackable like the others and have some tweaks to their stats/weapons
Signet Leader Jorek Bartarr wont have the intended health in old save games

Many changes/fixes to knockback/stagger/paralyze mechanics
Some creatures are more resilient versus knockback/stagger/paralyze and some are less resilient versus them.
Player receives 10% more damage on novice difficulty

Melee range slightly increased (unfortunately a too "realistic" value causes some big problems)
Maximum armor damage reduction from 75% to 80%
Maximum shield damage reduction from 85% to 90%
Slightly reduced the turn rate when attacking, power attacking, casting and blocking
Player bonus damage taken while staggered from 10% to 0%
Bow stamina drain from 3.5/sec to 2.75/sec (doesnt work on old saves)
Swimming stamina drain from 0.2/sec to 0.1/sec (doesnt work on old saves)

Silver Arrow damage from 7 to 6, bonus damage to undead increased by 5
Silver Arrows deal 25% more damage to ghosts (effective damage increase is 12.5% because Ghosts take 50% less damage)
The value of many arrows reduced
The arrows of summoned bows are faster (from 3600 to 4200, same as other arrows)

Mace/Hammer armor penetration (without perks) from 25% to 30%
Mace/Hammer armor penetration (without perks) no longer affects Mud Elementals, Dragons, Boneshredder (the regular mace perk still works)
The damage of two handed iron weapons rebalanced
Rebalanced the bonus damage on undeads of silver melee weapons, one handed weapons are slightly better and two handed weapons are much better
Silver melee weapons deal 25% more damage to ghosts (effective damage increase is 12.5% because Ghosts take 50% less damage)
Anathema (Unique Silver Sword) bonus damage now works on ghosts (again), damage slightly reduced
Fixed/rebalanced the value of many weapons (e.g. Silver Steel was mostly more expensive than Starling weapons)
Fixed some inconsistencies in the naming of enchanted weapons

Stunning Blow/Unwavering now only works with backward power attacks but have a 100% chance to knockback/paralyze (thanks to Corvah for the idea)
Stunning Blow paralyze duration from 1 to 2
Unwavering knockback power slightly reduced, is now actually working
Thief Apprentice critical hit damage removed, added 10% stamina regeneration while a bow is equipped
Expert Thief armor penetration from 20% to 30%
Concentration stamina treshold for bonus damage from 75% to 70%
Steadfast slowdown triggers with 15% again down from 17.5%, very slightly increased the magnitude of the slowdown effect
Mystical Binding bonus damage from 30% to 25%
Arcane Rage bonus damage from 17% to 18%

Talents with a cooldown of 180 or more have 10-30 sec less cooldown
Rocksolid cooldown from 160 to 170
Shadow Tongue Oil cooldown from 120 to 125

Well of Life duration from 5/20/25 to 5/20/20
Dimension Rift maximum level difference from 3 to 2
Shock Nova damage reduced (the amount of damage done was not intended)
Removed the crystal ice fx from Arctic Wind if the enemy is immune to the effect
Shadow of the Wind movement sound reduction from 60% to 50%, duration from 20/30/40 to 30/40/50
Focus duration from 15/18/21 to 17/20/23
Psionic Veil duration from 7/10/13 to 10/15/20
Rocksolid duration from 6 to 10, damage reduction from 70/82.5/95 to 50/60/70

-----------------------------------
ENEMIES
-----------------------------------
- Humanoids/Undeads
----------------------
Some small changes to the combat ai of Undead, Arps and low level humans (they are mostly worse/"dumber" and do less power attacks and bashes)
The damage of bashes done by NPCs is decreased by 20%
Humanoid NPCs gain even more armor from heavy armor but have a higher movement speed penalty
There once was a level 17 marauder, this marauder is now in line with other similiar marauder. The End (level 20, more xp, more health)
Posessed Persons health from 600-800 to 450, combat ai from magic (?) to berserker, they now attack on sight

Dragon priest (Dark Hand) armor from 350 to 340, Fire Resistance from 35 to 27.5, Shock Resistance from 45 to 40
Undead Frost Resistance increased by 5%
Undead deal slightly less damage with bashes
Undead with shield no longer have bonus armor
Every Undead will help other undeads in combat
Higher Level undeads have even more weapon variety
Higher level undeads deal less damage
Replaced an undead in the Whisperwood because there were 2 identical undeads with a shield placed in a pack
Replaced 3 low level skeletons in higher level areas with higher level ones
"Fleshless Lost One" and "Awoken Lost One" renamed to "Awakened Lost One"
Skeletons armor from 330 to 350
Skeletons receive 10% increased damage from maces and hammers
Skeletons are worse at blocking and deal slightly less damage
Fixed a bug wich caused skeletal ghosts to take less damage from arrows than intended

- Creatures/Animals
----------------------

Completely overhauled the damage of most creatures/animals wich attack unarmed
Its easier for the player to know the damage done of creatures/animals before they get hit (because the damage is more consistent)
The damage difference between higher and lower level creatures/animals is lower
Some attacks had wrong damage multipliers
The damage of most creatures/animals was (in some cases drastically) reduced because of the above mentioned changes

An example for what is fixed: the damage of a level 20 panther was at about 73, the damage of a level 20 Lion was at about 37 (this was not a problem caused by this mod!)
Now the panther and the lion deal about 57 damage

Tyarges no longer regenerate health but have slightly more health
Four Tusk knockback on non-power attacks decreased, damage decreased
Some changes to predators (e.g. lions, tigers), overall reduced health, tweaked the movement speed of some
Spiders are more aggressive in packs and slightly less aggressive alone
Pus Beetles are slightly less likely to shoot their poison and are slightly less aggressive alone
Reduced the speed of spider and pus beetle spit projectile by 10%
Bears now have correctly colored Pelts, Ice bear health reduced

Deleted 2 of the 3 boneshredder at the myrad nest in the desert
Boneshredder magic resistance from 17.5 to 15, fire resistance from 0 to 30
Boneshredder movement speed from 100 to 95 (120 vanilla)
Fixed the health of some vatyrs (some had way more health than others with the same level)

Steel Watcher magic resistance from 50 to 40, poison resistance from 0 to 75, armor from 275 to 325, frost from 15 to 75, fire from 15 to 0
Drastically reduced the damage of some starling attacks, removed inconsistencies in starling enemy damage
Starling Centurios can now breath steam (inflicts magic damage)
Some fixes on starlings in the main quest
Wild Myrad armor from 350 to 0, health slightly increased, unarmed damage increased
Dragon armor from 350 to 250, fire resistance from 75 to 60, weakness to frost from 10 to 0, unarmed damage increased
Dragon fireball and fire breath deal 40% less damage
Wood elemental take 10% increased damage from axes, armor from 140 to 125
Mud Elementals have slightly less health but regenerate a small amount of health over time (about 1/4 of troll regen)
Mud Elemental armor from 200 to 175
Frost Elemental armor from 175 to 200

Higher rank arrows are no longer available in Riverville
Higher rank arrows are earlier available at certain vendors
Some vendors have more silver arrows
Many small changes to vendor inventories
There are less vendors that sell teleport scrolls and potions
Many vendors have a smaller variety of skill books (they have more specific books, e.g. an Alchemist has many Alchemy skill books)
Merchant Ester/Eshra Mirâya no longer have "Merchant" in their names

Fixed Jewelry Box loot, high level Jewelry boxes had low level loot in them (this fix is integrated in the latest SureAI patch)
Clutter in chests/barrels/sacks is reworked again, much more variety, no more too big items
Tools are less valuable, complete rework of the distribution of tools (there are less tools, tool loot no longer consists of 50% being hammers)
Chests with ore sometimes have clutter/Crafting Plans/Pickaxe
Variety in some chests is increased
Fixed many problems with containers with food/books/clothes in it (empty container, naming, quantity)
Containers with food/books/clothes have a more appropriate amount of things in it (e.g. no longer 1 Book in a Book Shelf)
The Path books 1,3,10,11 are no longer much rarer than the other The Path books

Reworked the value and the duration of meat/roasted meat
Aversion to Fire/Frost/Lightning/Magic are cheaper and second ranks are better
Concentrated Poison value increased by 5%
All types of spider poisons (consumable) are now slightly more valuable
All Resistance potions renamed from "Potion of Protection from type" to "Potion of type Protection"
Some Poisons/Potions got rebalanced

Light beam cast time from 0.01 to 0.1 (this fixes some bugs with the spell), damage slightly increased
Circle of Protection cast time from 0.75 to 1, fear duration from 20/25/30/35 to 15/20/25/30, max level from 7/13/22/33 to 8/14/22/32, manacost slightly increased
Candle Light duration from 90/150/210/300 to 120/180/240/360, cast time from 0.4 to 0.75
Mage Light duration from 90/150/210 to 120/180/240, slightly reduced magnitude of Rank II and III

Removed Boon (Rank II), both healing spells now have 5 Ranks.
Boon cast time from 0.5 to 0.75, arcane feaver increase per second from 0.15% to 0.2% (this spell is now intended for use out of combat)
Flash Heal cast time from 0.6 to 0.4 (this spell is now intended for use in combat)
Rebalanced Boon and Flash heal (overall they are better now, still much worse than in vanilla though)
Boon is now more mana cost efficient than Flash Heal and increases your arcane feaver at a slower pace than Flash Heal
Flash Heal has a better cast time than Boon and heals in bursts whereas boon heals at a slow pace

Required XP for level up slightly increased (little change on low level and more change the higher the level)
Magic Symbol initial XP gain from 50 to 70
Pickpocketing is easier (scales less with enemy pickpocket skill)
The radius at which NPCs pass on that a crime has been comitted (from 1000 to 1200, vanilla = 4000)
Many minor fixes on NPCs/weapons/armors
Fixed Rat Tail ingredient having the same effect twice (thanks to qbik for the find)

Fixed crashes caused by this mod (shouldnt happen again)

"Suspicious Soil Mound" renamed to "Soil Mound"
Some small tweaks to many perk descriptions
Some small changes to the rune description (includes info that you can cast max 3 runes)
Loading and saving no longer shows text in the upper left screen
Removed the text in the upper left screen wich revealed if a enemy resisted certain conditions
Removed some messages (in the top left and message boxes) wich had information that shouldnt be available to the player. e.g.: tips, timers etc.

Version 1.36.2

Fixed a crash if the player had the talent Shadow of the Wind and entered the magic menu.

Version 1.36.1

All remaining unused spellbooks are now 100% deleted and replaced with other spellbooks.

Version 1.36

Removed all the remaining Rank I Fireball/Frostwind/Chain Lighting that are no longer used
All spells with a ">" in front of the name (e.g. ">Chain Lightning (Rank I)") are not balanced and should not be used or deleted with a player.deletespell command
These spells are from old save games and will no longer be available in new games.
Sorry for the inconvenience

Fixed the damage and manacost of some spells only enemies use
Some NPC spells had no cast time or a cast time of over 1 sec
Some NPC´s had wrong spells wich dealt too much or not enough damage

Oorbâya armor from 100 to 0, poison resistance from 80% to 100%
Oorbâya health increased by 50 (does not affect summoned Oorbâya)
Fixed an oversight wich caused some Oorbâya to have too much magic resistance
All Oorbâya now have the name Oorbâya (some were called Oorbaya)

Bone Shredder armor from 110 to 150, knockdown attacks removed
Troll/Frosttroll/Tyarge regeneration slightly reduced
Crab armor from 130 to 175
King Crab health reduced by 3, are slightly more aggressive
River Crab health reduced from 24 to 23, they no longer help each other
Glacier Hound level/health decreased, reduced power attack damage, Frost resistance from 0% to 50%, poison resistance from 0% to 25%

Grotesque Lost One in the Living Temple health reduced by 50
Some lower level Nehrimese have slightly increased health
Higher level Nehrimese have decreased health
Many minor tweaks to Nehrimese in general
Melee Nehrimese (except Infiltrator) have an improved Ai
City Guards that help you fight have an improved Ai and increased Health but they can die now

Adila has a new improved Ai, Level from 27 to 30, can cast more fireballs (Good luck!)
Some enemies in Dal Galar had too low level
Servants in Dal Galar now have 250-290 health instead of 200-310
Grotesque Lost One in Dal Galar health increased by 150
Magic Anomaly in Dal Galar move slightly slower and deal less damage with power attacks
Starlings have slightly increased health/level
The red ghosts have slightly less health and deal less damage
Flesh Constructs have decreased level but slightly increased health

Version 1.35

ALL ELEMENTAL SPELLS GOT COMPLETELETY REWORKED! This means i cant list all the changes here but i will explain what it essentially does:

DPM = Damage per Manapoint ratio

Overall fire spells are slightly better, Frost spells are worse, lightning spells are slightly worse
Higher Ranks now always improve the dpm
Concentration spells are slightly weaker
Rune spells got reworked in the last patch but have even less manacost and damage (Fire and Lightning have slightly worse dpm and Frost has a slightly better dpm)

Some spells or ranks were just overpowered, an example of this would be:
Ice Spike (Rank II) dealt 21 damage and costed 20 mana (= 1.08 dpm), and it slows and it drains stamina
Firebolt (Rank II) dealt 17 damage and costed 27 mana (= 0.629 dpm), and it has no secondary effects and 0.2 sec more cast time
This problem is now completely removed

Fire has the best dpm but no secondary effects.
Lightning has the best damage and the second best dpm and drains mana.
Frost has the smallest manacost but the worst dpm. But drains stamina and slows opponents.

Non-elemental master spells cost 3% less mana
Enemy high level mages have a smaller mana pool
Spellscrolls (except teleport scrolls) have more casting time
Dual casting manacost for elemental spells from x2.5 to x2.3 (x2.5 for every other spellschool)

Frostwind cast time from 0.6 to 0.65
Chain Lightning cast time from 1.1 to 1.05
Ice Spike cast time from 0.4 to 0.5
Flame Bite cast time from 0.7 to 0.75
Grounding cast time from 0.7 to 0.8

Death Spark cast time from 0.75 to 0.7
Death Breath cast time from 1.1 to 0.9
Light Beam cast time from 0.2 to 0.01
Life Absorption cast time from 1.1 to 1
Rune spells cast time from 1 to 1.1

Illusion Runes from adept to expert, manacost decreased
Calm Rune duration from 10 to 15
All ranks of Panic/Provoke have the same cast time = 0.5 (previously it was: the more ranks, the less cast time)
Night Eye manacost reduced by about 25%
Waterwalking manacost slightly reduced
Circle of Protection duration from 15/15/20/25 to 20/25/30/35
Equilibrium (Rank III) drained health from 28 to 30
Life Absorption (Rank II and III) damage/mana slightly increased
Death Spark/Breath are slightly weaker now

Reverted the change to the shield bash range (some enemies had problems hitting the player
The range of melee weapons slightly increased (Patch 1.33 = 115, 1.34 = 107, 1.35 = 113)
The bonus damage if your stamina is over 70% from 8% to 10%
Mace and Warhammer armor piercing of the player without perks from 15% to 25%
Reduced the damage of shield bashes slightly (this does not affect heavy shield bashes)
Mercenary Perk bonus damage from 8/15% to 9/17%

Stamina cost of actions reduced: (These changes unfortunately only apply on new games)
Light Armor Shield/Weapon block from 2.5/sec to 2/sec
Heavy Armor Shield Block from 3.5/sec to 3/sec
Swimming from 0.5/sec to 0.2/sec
Drawing a bow from 4.5/sec to 3.5/sec

Pickpocketing money is slightly harder
Many changes to how stealth works (should be more realistic and better now)
Sneak skill scales slightly better
Birds/Cows/Pigs no longer affect the stealth meter (wich i still recommend to turn off)

Many enemies no longer hate smaller creatures like crabs/foxes/rats
Archers in combat move back less often
Coastal Deerstalker health from 29 to 30
Trolls at the beginning of the game health from 105 to 100
Young Mosscrawler health from 35 to 30
Young Mosscrawler deal slightly less damage with bite attacks
Fleshless Lost Ones have 5 less health
Fleshless Lost Ones with a bow in the beginning of the game health decreased by an additional 5
Fleshless Lost Ones have 5% more fire and lightning resistance

Desserts (like Cakes) got rebalanced

Added a new Loading Screen:
A Poison resistance of 50% or more provides immunity to slowing and paralyzing poisons. A frost resistance of 50% or more provides immunity to the slowdown effect of frost.

Version 1.34

Humans block slightly less often
Some humans (mostly enemies with two handed weapons) have a new combat Ai. They are less likely to block and are more aggressive.
Lower level humans have a slightly worse combat Ai (some of them already had this)

Some undeads with a shield have a new combat Ai. They are more likely to block and are more defensive.
Undeads are slightly "dumber" in combat
Undeads and Arps will do less power attacks and bashes
The Dragon Priests (Darkhands) have a new improved combat Ai and will use more spells

Wolves flank and circle more often and are less aggressive if they are alone
Various small changes to many combat Ai´s

These changes lead to more diverse combat. There are 6 different combat Ai´s only for humans.

Fixed many problems with spiders (Wrong poison type, wrong attack pattern, too much damage with some attacks and more)
The damage of pretty much all spiders got reduced due to the above mentioned fixes
The non-bite attacks of most spiders deal less damage
Normal sized and smaller spiders have less health (only non-mother spiders)
Higher Level Spider Queens deal much less damage (about 20-30 less)
Tweaked the size of some spiders (they are mostly smaller now)
Large spiders are now called Mothers and even larger ones are called Queens (some spiders already had these names)

Reduced the range of melee weapons and shields
Reduced the range of Bears, Vatyrs and Boneshredder slightly
The Darkhand enemies have different dragon priest masks (install your favorite dragon priest mask mod!)
Cows and Pigs have less health and deal less damage
Replaced the female archer bandit at the beginning of the game on top of the hill with a lower level one
3 new loading screens have been added:
Undeads and Ghosts are very resistant to damage. Undeads are vulnerable to silver weapons, maces, war hammers and non-frost spells. Only silver weapons and a potion called ghost curse are effective against ghosts.
Actions like attacking, swimming, and blocking drain stamina. The more Stamina you spend, the less damage you deal with weapons.
Every worn piece of heavy armor reduces your movement speed and increases your manacost. This also applies to enemies.

Protection from Magic duration from 150/180/210 to 210/240/270
Divine Shield duration from 150/180/210/240/270/300 to 210/240/270/300/330/360
Divine Shield bonus armor increased by 10 Protection from Magic/Divine Shield cast time from 0.5 to 0.75
Protection from Magic/Divine Shield manacost slightly increased
Waterbreathing (Rank I) cast time from 0.5 to 0.75, manacost slightly decreased, is now an apprentice spell

Blessing of Life duration from 210/240/270/300/360 to 240/270/300/330/360
Blessing of Life bonus health from 15/30/45/60/75 to 15/25/40/55/70
Blessing of Life manacost decreased by about 25%
Protection from Poison cast time from 0.5 to 0.75, duration from 180 to 300
Protection from Poison (Rank II) resistance from 60% to 50%, manacost slightly decreased, description is now clearer (the second rank grants immunity to slow and paralyze effects from poisons)
Healing Aura manacost slightly decreased
Healing Aura (Rank I) duration from 180 to 300, regeneration from 1.25%/sec to 1%/sec
Healing Aura (Rank II) duration from 240 to 600, regeneration from 2%/sec to 1.5%/sec, cast time from 0.6 to 0.75

Silence (Rank I) cast time from 0.5 to 0.75, duration from 25 to 30
Silence (Rank II) description is now english
Mindstorm cast time from 0.6 to 0.4
Nightmare cast time from 0.6 to 0.4
Create Illusion duration from 20 to 30, manacost slightly reduced
Panic now has 2 ranks less
Panic maximal level rebalanced
Panic manacost reduced, duration from 8/9/10/12/14/16/18/20 to 10/11/12/13/14/15
Panic cast time decrease per rank from 0.05 to 0.04
Provoke manacost reduced, duration from 30 to 10
Provoke maximal level rebalanced (higher ranks are better)
Provoke cast time decrease per rank from 0.075 to 0.04

Lightning Rune manacost slighly increased, Fire Rune (Rank II) damage slightly increased
Death Breath (Rank III) damage/manacost increased, spelltome cost increased
Some summoning spells cost slightly less mana
Bound weapon duration from 90 to 60, cast time from 0.1 to 0.01, manacost decreased
Unified the description of Bound Weapons and removed the confusing level in the description
Fixed the value of some spellbooks (this change only affects spellbooks where i deleted some ranks)
The cost of some spellbooks reduced: Flash Heal, Spell Ward, Paralyze, Death Storm, Boon, some of the spells added by this mod
Spellbooks of elemental runes are more expensive

Most mages have 15% less health
Mages need 5% more mana for spells
Higher level mages have a better ward spell
Most non-mage humans have 10% less health
Marauders in the desert now have about 350 health instead of 300-500
Archers move less often back in combat and switch faster to melee weapons
Archers no longer wear heavy armor

Vatyrs can no longer knockback the player but have slightly increased health
Boneshredder armor from 150 to 110, magic resistance from 30% to 27.5%
Vatyrs/Boneshredder have a better combat ai but are unable to regenerate health in combat
Foxes deal less damage
Some animals with "young" in their names have decreased health
Young Moss Crawlers no longer have a spit attack
Coastal Deerstalkers have slightly less health
Triceratops is more aggressive
Mud Elemental attack pattern tweaked to make them even more different to trolls
Trolls/Ice Trolls weakness to fire from 10% to 15%

Undeads can pickup weapons
Undeads can no longer dual wield
Lower level lord of the lost ones no longer have a Commander Greatsword
Changes to some of the higher level main quest enemies (some of them have higher level/health)
Some small changes/fixes to many enemies

Anathema (Unique Silver Sword) slightly decreased damage and no longer works on ghosts
Some small armor related problems fixed
Some arrows are earlier available at the vendor
Hatchet and Sharp Pickaxe damage reduced
Fixed some names of weapons

Reduced Player damage on the easiest difficulties (now its x1.2 for every difficulty)
Reduced the frequency of finishing moves (if you use a finishing move mod make sure its loaded after this mod)
Savage Blow/Merciless description no longer states that you can now decapacitate enemies (wich wasnt true)
Eye of the storm now only works if you have a bow eqipped, duration from 4/6/8 to 6/8/10

---------------------------------
MELEE/BOW
---------------------------------
In the new version of Enderal the bug with onehanded weapon enchants is fixed
If an item had 10% increased one handed weapon damage every damage with physical weapons was increased by 10% and one handed weapons had additional 10% increased damage

Damage of the player with melee weapons increased by 12%
Damage of the player with bows increased by 10.5%
Damage of the player with axes is increased by an additional 2%
Sneak attack damage with swords from x1.6 to x1.75
Power attacks drain less stamina (big effect on heavy weapons)
Attacks drain much less stamina (about 60% less)
Bow drains slightly less stamina
Sprinting with heavy armor drains slightly less stamina

---------------------------------
SPELLS/MAGIC
---------------------------------
Entropy damage spells damage reduced by about 5%
Some changes to the spell Mindstorm
Mysterious Nomad set is now Clothing and no longer has armor
All mage sets have their weight increased/decreased according to their appearance
Alcohol has less often manaregeneration
Manaregeneration on alcohol reduced
Fixed a problem with healing spells sometimes not showing effects properly

---------------------------------
MISC
---------------------------------
More spells are now available at vendors and in loot (previously there were some spells that were only available in either loot or vendors)
Many weapons/armors are earlier available at vendors
All potions are earlier available at vendors
All Crafting Plans are earlier available at vendors and in loot

Concentrated Poison damage from 25/50/75/100 to 20/40/60/80
Poison of Woe damage from 30/60/90/120 to 25/50/75/100
Translated some Circlets and some other things

Version 1.31

Updated for Patch 1.2.0.0

CREATURES/ENEMIES

More changes to factions and npc´s wich causes more npc´s to help allies and some other fixes
Bosses (with unique names) have increased health
Yogosh and The Experimentator now have the same resistances as skeletons (health of Experimentator reduced)
Guardian Ghosts have less armor/magic resistance
Elemental Ghosts have less magic resistance
Crystal Elementals have 5% increased magic resistance
Magic resistance of Wild Mages/Entropy Mages/Vagrants/Arps/Tomb Guardians/Pus Beetles increased by 2%
"Dragon Priests" have 5% increased fire/shock resistance
Starling machines have 2% increased shock resistance
Frost Spiders have 50% increased frost resistance (=immune to frost slow effects)
Fixed an issue with spiders sometimes not attacking the player
Spiders are more likely to fight in melee
Reduced the armor of heavy shields on some humanoid enemies
Reduced the armor of undeads
Reduced the armor of Wood Elementals

MAGIC/SPELLS

Sinistrope: Bonejudge the increased duration only works on revived undeads and not for summoned, manacost reduction from 8% to 10%
Sinistrope: Mystic Call doesnt increase the duration of revived undead anymore
Candlelight Rank 2/3 durationincreased by 30 sec, manacost slightly increased
Magelight Rank 2/3 duration increased by 30 sec, manacost/magnitude slightly increased, cast time decreased by 0.1 sec
Rune spells cast time increased from 0.9 to 1 sec
Elementalist: Rune Mage increased damage from 12/23% to 11/21%
Elementalmagic deals slightly less damage at higher levels
Regalia of the Tribunal Set Bonus 1 manaregeneration increased
Nemesis Set Bonus 2/3 manaregeneration increased
Protection from Magic is now a mentalism spell
Mark and Recall no longer belong to any spell school and manacost cant be reduced anymore
Well of Life duration from 3/15/25 to 3/20/25

Slightly less gold from enemies and container
Alchemy effectiveness slightly reduced
Decreased the amount of high level arrows found as loot
Some small fixes/tweaks

Version 1.30

CREATURES/ENEMIES

Tomb Guardians without a bow have different weapons instead of a sword only
Troll/Frost Troll regeneration slightly reduced
Vatyrs/Boneshredder use the knockback attacks less often (I forgot some of them wich didnt have the tweak)
Vatyrs have different attack patterns than Boneshredder (I forgot some of them wich didnt have the tweak)
Vatyr/Boneshredder damage slightly reduced
Spider queen on the isle of the kor replaced with a spider (the player couldnt react to the instant knockdown)
King/River Crabs have increased armor
Crystal Elementals are immune to slow effects
Dal Galar Servants only attack the player instead of sometimes fighting each other
A small variation for lost one armor added
Some Lost Ones now carry a shield
Added a bow to some Lost Ones in the desert
Bandits/Fleshless Lost Ones at the beginning of the game do slightly more damage with bow and arrow
Humans with melee weapons go less often backwards

ARMOR/BLOCKING

Shield block damage reduction from 68% to 65%
Weapon block damage reduction from 44% to 45%
Shields scale worse with their armor rating (from 0.2% per armor to 0.15%)
Power attacks deal 5% more damage to blocking targets
Blocking skill scales a little bit better
Maximum damage reduction while blocking from 95% to 85%
Maximum damage reduction from armor from 77.5% to 75%
The damage reduction per worn armor from 1.5% to 1% (3% = vanilla/This are the base stats and have nothing to do with the actual armor/Applies for NPC´s and the player)

One-handed weapons drain slightly less stamina while attacking
Damage penalty with 30% to 6% stamina from -12% to -10%
Weapons with frost enchantment slow for 2 sec instead of 3 sec
Torches have slightly less radius, are a little more red and deal slightly less damage

Blade Dancer: Savage Blow now works with forward power attacks, bonus damage from 15% to 10%
Vandal: Merciless now works with forward power attacks, bonus damage from 20% to 15%
Vandal: Barbarian two-handed damage from 9/17% to 10/19%
Vandal: Brute Blow now also gives 10% armor piercing
Skaraggian Stance increased damage dealt to the player from 30/27.5/25% to 30/25/20%
Skaraggian Stance increased damage done from 15/17.5/20% to 12.5/15/17.5%
Qyranian Warcry movement speed from 15/17.5/20 to 10/12.5/15
Qyranian Warcry cooldown from 200 to 180

Damage of elemental magic increased by 2.5%
All spells cost slightly less mana
Some scrolls are better, cheaper and more often available Divine Shield duration from 180/180/240/240/300/360 to 150/180/210/240/270/300
Blessing of Life duration from 270/300/330/360 to 210/240/270/300
Protection from Magic duration from 90/120/180 to 150/180/210

Damage done to the player reduced by 5%
Damage done by the player at novice reduced by 5%
Damage done by the player at easy reduced by 1%
Damage done by the player at adept reduced by 0.5%

MISC

Pinch of Salt value to 0 reduced, Glacier Hound Bacon Soup no longer needs Lavender
Some loottables reworked so its less random (=overall more loot)
Poison trap damage reduced
All kind of Woodcutter's Axe are now slower and have slightly less range

Version 1.29.1

COMBAT AI

Melee Arps are slightly less aggressive in combat
Mage Arps are slightly more aggressive in combat
Rats are slightly less aggressive in combat
Bandits are slightly less defensive
Mages dodge more often
Crabs have a new combat AI
Wisps have a new combat AI
Gareasnake/Bonefish have a new combat AI
Some bandits with heavy armor and a shield have a new combat style that increases their defensiveness
Some small tweaks here and there

Player damage on master increased by 3%
Player damage on iron path increased by 6%
The player does increased damage if he has 70% stamina or more (before it was 75% stamina)
Iron Claymore damage reduced by 1
Stamina/manaregeneration in combat from 42% to 50%
Poison damage of Arps/Tomb Guardian/Spiders/Pus Beetle/Wood Elemental reduced
Swimming now drains 0.5 stamina/sec
Torches do 5 damage over 2 seconds (instead of 3 over 1 sec)
Description of Ambrosia is now in english (thanks @fjodik)

Version 1.29

ENEMIES/CREATURES/DIFFICULTY

Damage done to the player on novice reduced for 25%
Damage done to the player on easy/adept/expert reduced for 15%
Damage done to the player on master reduced for 10%
Damage done to the player on iron path reduced for 5%
Player damage on master increased by 1%
Player damage on iron path increased by 2%

Damage/Health of coastal prowlers slightly reduced
Damage/Health of the mud elemental at the beginning reduced and its less aggressive
Damage of Rats reduced
Damage of highwaymans slightly reduced
Loot at the beginning of the game slightly reworked

Fleshless Lost Ones (Skeletons) frost resistance from 0% to 35%
Fleshless Lost Ones (Skeletons) magic resistance from 32% to 35%
Fleshless Lost Ones (Skeletons) take 25% less damage from arrows (unless its a silver arrow)
Fleshless Lost Ones (Skeletons) health/armor slightly reduced
Lost Ones (Draugr) frost resistance from 75% to 70%
Undead archer are more defensive and move back more often
Dark hands (Dragon Priests) fire resistance from 25% to 30%
Oorbaya magic resistance from 25% to 30%
Oorbaya poison resistance from 60% to 80%

Fixed damage of vatyrs/boneshredders (some attacks did too much damage, some did less damage than intended)
Vatyrs/Boneshredder use the knockback attacks less often
Vatyrs have different attack patterns than Boneshredder

The damage reduction per worn armor from 1.75% to 1.5% increased (this are the base stats and have nothing to do with the actual armor)
Heavy armor effectiveness increased by 10%
Heavy shields effectiveness reduced by 15%
Maximum damage reduction from armor from 80% to 77.5%
Armor Cap: 584 with shield / 596 without shield

Fixed some movement related inconsistensies
Sneak speed slightly increased
Swim speed slightly decreased
Movement speed while casting decreased
Player/NPC rotation made while attacking slightly decreased (this has pretty much no effect on the player but lowers the tracking of enemies)

Horses have much less stamina
Donkey movement speed slightly increased
Horses are still much better

MISC

Self made Resist Magic/Fire/Frost/Lightning Potions are now 2-times better (i forgot to add this change to the english release)
Self made Paralyze potions are slightly less effective (i forgot to add this change to the english release)
Stamina drained while sprinting slightly reduced
Vagrant Dress now weighs 5 (like the "Old Vagrant Dress") and has +1 armor
Some Bosses have more Loot
Higher level potions are sold earlier from merchants

Version 1.28

UPDATE for 1.1.9.0

CREATURES/ENEMIES

Nehrimese Soldiers levels drastically increased, health of some nehrimese soldiers increased (high level nehrimese and infiltrator have reduced health)
Nehrimese armor weight reduced, armor rating adjusted
Wild myrad poison slow now works as intended
Undead bosses do far less melee damage
Some bosses are slightly more powerful
Archers in the desert do more damage with their bow
The Blind Miner is now blind
Undeads of all kind now have more diverse weapons
Every Wild Mage/Entropist now has 8% magic resistance and not only a few
Some Wild Mages have the spell Divine Shield now
Some Entropists have new spells like Death Spark/Breath, Drain Life
Darkhands (Dragon Priests) have many new spells and are much more diverse

Big spiders are now immune against every kind of paralyze effect
High level mud elemental damage increased
Some attacks of trolls do more damage
All cave trolls now have the same size
Trolls/Ice Trolls regnerate slightly less health
Tyargs have -10% frost resistance and +10% fire resistance (= 0% on both)
The two boneshredder near the wild myrad are much weaker
Boneshredder health and level slightly reduced, immune against every kind of paralyze and slow effect
Some Vatyrs had 8% magic resistance, its now removed

Bears will use their standing power attack much less frequently, in addition this attack does more damage
Mud Elementals will use their combo attack much less frequently Tyarges will use their combo attack slightly less frequently, will use their power attack more frequently
Ice Trolls will use their combo attack less frequently, will use their fast single attack more frequently
Spiders of all kind will use their leg attack much less frequently

Melee damage of many undeads reduced and fixed (fixed means that some attacks had too much damage)
Melee damage of most of the creatures/animals reduced and fixed (fixed means that some attacks had too much damage)
Here are most of the Races:

The value of spell tomes is now adjusted for 1.1.9.0 and/or reworked
Blessing of life casting time increased, manacost decreased
Soul Trap manacost increased, at Rank II range increased
Summoned Bear is slower but can knockback enemies
Summoned Wolf is faster but has less health
Summoned Ancestor has decreased damage/health but has the resistances of an undead
Every summon spell now has a duration of 45 sec (Summon spells level 2 had 50 sec)
Revive Rank IV/V are slightly better
Rebalanced Death Breath/Spark/Storm, these spells are slightly less powerful
Summon Mystic Weapons duration from 120 to 90
Summon Mystic Weapons damage rescaled (buffed late game bows, nerfed 1h sword/2h axe)
INFO: Mystical Battleaxe Rank V after 1.1.9.0 had 70% (!) more damage then the aeternabattleaxe

Self made slow poisons are better but have decreased duration in some cases
Ambrosia value from 70 to 68

Starling Dummy bonus damage from 25/35/40% to 25/30/35%
Starling Dummy poison duration from 10/15/20 to 10/13/16
Starling Dummy radius from 125/200/275 to 200/250/300
Shadow of the Wind cooldown from 210 to 180
Shadow of the Wind duration from 15/20/25 to 20/30/40
Shadow of the Wind sneak attack bonus from 15/17.5/20 to 10/12.5/15
Shadow of the Wind sneak bonus slightly increased
Focus cooldown from 160 to 180
Focus duration from 8/15/25 to 15/18/21
Focus manacost reduction from 15% to 10/14/18%
Tempest cooldown from 170 to 180
Tempest duration from 11/18/28 to 12/14/16
Tempest bonus damage from 15% to 10/13/16%
Rocksolid cooldown from 160 to 180
Entropic Blood duration from 20/30/45 to 20/25/30
Flash Powder description in the talenttree now displays that the radius increases with level up Flash Powder cooldown from 150 to 180
Sinistrope: Concentration health cost reduction from 20/40% to 15/30%

MISC

The player receives at novice 10% more damage (most enemies have their damage reduced in this patch)
Difficulty player damage multiplier from 1.35/1.3/1.25/1.2/1.15/1.1 to 1.3/1.26/1.23/1.2/1.16/1.13
Myrad Keeper have weapons and are attackable (but "invincible")
Blessing of Generosity carry weight from +10 to 0, health from +25 to +5
Falling damage slightly reduced
Thief armor is now enchantable
More Loot in big Sacks but less gold
Shields block 2% less damage
Weapons block 1% less damage
Silver Arrows are now findable all around Vyn
Many fixes and balance changes (i cannot write it all here)
Deleted the text in Food that said you restore more health with a higher health pool (still works like that)
Translated some german text in the magic effect tab

Version 1.27

Updated for Patch 1.1.8.1

Many errors in descriptions fixed
Fixed a bug caused by controllers wich caused problems with sprinting

Rocksolid duration from 5 to 6
Rocksolid damage reduction from 75/85/95 to 70/82.5/95
Rocksolid cooldown from 140 to 160
Tempest cooldown from 160 to 170
Shadow of the Wind cooldown from 200 to 210
Juggernaut Perk increased the armor too much at the second level. fixed
"Elemental Focus" Perk renamed to "Rune Mage"

Version 1.26

UPDATED FOR PATCH 1.1.7.3

NPC`S

Tealor Arantheal/Yuslan Sha'Rim/Archmagister Lexil Merrâyil are now attackable
Many changes to the followers of the player
Yuslan now has a silver steel sword
Jespar now has a steel sword instead of 2 daggers
Jespar´s damage increased by 5%

Slow/Paralyze Poisons no longer affect the player/NPC´s if he has 50% or more Poison Resistance
Spider size adjusted, small spiders no longer knockback with their jump attack
Frost Spiders have a new poison wich slows their foes
Sand Spider Health decreased, new poison wich paralyzes foes
Spiderbite Poison from small spiders damage increased
Spiderspit Poison from big spiders damage increased

Starling Guardian health increased, speed increased, give more XP
Starling Guardian can now shoot with their crossbow
Starling machines names changes so that they have a specific name for every type (and not different names)
Starling machines now help each other
Starling machines armor/frost/fire resistance increased
Starling machines now drop worse soulstones
Starling machines in the starling city are better

All bandits have new/more loot and sometimes new equipment
Posessed Person/Mercenaries now always have weapons
Sunborn One Mages have decreased health
Sunborn Weapons have slightly more value and less damage
Human NPC´s block slightly less often
NPC´s wich can resurrect others will now use the ability more likely

Qyranian Warcry now stacks with other attack speed multipliers
Qyranian Warcry now works on weapons in your left hand (Bug)
Qyranian Warcry movement speed from 20/22.5/25 to 15/17.5/20
Qyranian Warcry cooldown from 170 to 200
Blade Dance bonus damage from 30/45/60 to 30/55/80, knockback strength slightly decreased
Onslaught Book name changed to make it better findable at merchants
Onslaught is more effective at the first rank, cooldown from 90 to 100
Dimension Rift maximal level difference from 4 to 3
Fire Arrow cooldown from 160 to 190, arrow damage from 8 to 9
Ghost Walk changes reverted and mark duration from 7 to 5 sec reduced

Stunning Blow paralyze duration from 2sec to 1sec, now paralyzes with standing and forward power attack
Strong Bowstring attack damage from 10%/18% to 12%/22%
Master Thief chance to stagger enemies from 50% to 40% (30% original)
Quickshot bow attack speed from 25% to 20%
Barbarian 2H attack damage from 8%/15% to 9%/17%
Unwavering now works with forward and standing power attacks
Juggernaut bonus armor from 12%/22% to 13%/24%
Shield Stroke chance to disarm an enemy from 34% to 30%
Snakeblood poison resistance from 40% to 50% and works under 50% stamina
Snakeblood 5% bonus armor removed
High Dexterity chance to dodge attacks from 10% to 12.5%
Suitable Armor description is now correct
Silent Feet sound reduction from 40% to 50%
Impact chance to stagger enemies from 40% to 35% (25% original)
Fire and Ice/Disintegrate now works on creatures with more health but no longer works on enemies with 40% magic resistance or 50% of the respective resistance
New shader to frozen creatures added

The player is now able to perform a heavy bash attack
Heavy bash attack costs 35 stamina (25 a regular one)
Heavy bash attack does 4 times the damage of a regular bash attack and will stagger enemies longer
Shield Stroke now needs a heavy bash attack, chance to disarm from 34% to 50%
Regular bash attack damage is doubled

POTIONS/POISONS

Poison of Woe duration increased by 10 seconds, value slightly increased
Concentration Poison damage from 18/30/45/65 to 25/50/75/100
Concentration Poison now weight 0.1 and the cost is the same as poison of woe (=cheaper)
Fire/Frost/Lightning Poison 5% more effective
Slow Poison no longer slows enemies with 50% or more poison resistance

Magic Resistance Potion are 5% less effective, cost is the same as from other resistance potions
Fire/Frost/Shock resistance potions protection from 20%/30%/45% to 25%/35%/50%
Magic/Fire/Frost/Shock resistance potions duration from 240 to 180/210/240
Poison Resistance Potion duration from 90 to 240, resistance from 60% to 50%
Bastion Potion bonus armor from 15/25/35 to 30/50/70
Skillpotions (Bastion, Archery Potion etc.) duration from 60 to 60/75/90
Enchanting/Rhetoric/Alchemy Potion duration increased to 120/150/180 (=increased)
Ghost Curse duration from 120 to 180 and is harder to find in treasures
Ambrosia heal from 18% to 15%, value slightly decreased

Attribute Fortify Potions at rank 3 value from 75 to 70
Fortify Stamina Potion from 20/35/60 to 25/35/50
Fortify Mana Potion from 15/25/50 to 20/30/45
Fortify Health Potion from 15/25/45 to 15/25/40
Manapotion Arcane Feaver from 1/1/2/2/3 to 2/2/3/3/4
Manapotion duration from 5/5/5/6/7 to 6 at all ranks
Manapotion mana regenerated from 8/13/20/30/41 to 8/13/20/33/48

SPELLS/NPC SPELLS/MAGIC ITEMS

Revive Rank I/II/III are stronger but cost slightly more mana
Fireball manacost increased by 10%, AoE from 6 to 9 (first 2 Ranks from 5 to 9)
Kettenblitz manacost increased by 10%, AoE from 13 to 17
Fire Nova cast time from 3 to 2.8
Chain Lighting/Fireball/Frostwind the first ranks rebalanced
Candle/Magelight manacost/duration/Light rebalanced and a problem with magelight rank 3 fixed

Blizzard duration from 10 to 30 sec., fixed a problem wih the slow duration
Frost Breath slow duration from 2 to 1 sec.
Ice Spike/Frostwind manacost slightly increased
Frost Rune manacost drastically increased, damage slightly increased (the rune does stamina damage and slows for 5 sec)
Giants, Mammoths, Elementals are now immune to slow effects from frost spells
Frost Spells no longer slow NPC´s/the player if he has 50% or more frostresistance
All frost spells from npc´s now slow
Frost spells slow duration is now the same as from the player (=decreased)

Ring of magic resistance protection from 15% to 20%
Ring of Fire/Frost/Shock resistance protection from 30% to 25%
2 Rings of Poison Resistance added (25%/40% Protection)
Ring of mighty Fire/Frost/Shock resistance added (40% Protection)
Resistance rings now have a more appropiate texture (Fire Protetion = red gem)
The Tribunal Set no longer has armor and the boots give mentalism bonus instead of life regen
Boots of the Wandering Mage gives elementalism bonus instead of life regen
Robe of the Wandering Mage has less mana regen but more manacost reducing bonus

ECONOMY

Rhetoric has slightly less effect on prices
Rhetoric books now cost the same as other craftingbooks
More Gold in chests, coin purses, NPC´s
Apprentic Book cost from 28 to 29 (32 original)
Adept Book cost from 55 to 58 (65 original)
Expert Book cost from 88 to 90 (90 original)
Apprentice Book (secondary skills) cost from 6 to 10 (6 original)
Adept Book (secondary skills) cost from 15 to 20 (15 original)
Chance to find magical rings/amulets increased
Chance to find skill books in chests increased

MISC

The player gets 200% damage at the easiest difficulty instead of 210%
Rusty Silver Sword damage from 8 to 9 and renamed to Corroded Silver Sword
Silver Arrow bonus damage to undead/ghosts from 14 to 16
All Bows now share the same attack speed (=Bows at the beginning of the game are slightly slower and later slightly faster)
Horse stamina regeneration from 1.5/sec to 2.0/sec and stamina from 1000 to 1200
Locks are harder to pick
Some smaller fixes/changes

Version 1.25

The Player now starts with 10 skillpoints in every talent instead of 15 (this change only works with a new game)

GHOSTS/SILVER

Ghosts take 50% less physical damage (Some ghosts had 50% resistance and some none)
Ghosts have 20-40% magic resistance (e.g. 20% for skeleton ghosts/40% for wisps/ancestral spirits)
Silver weapons ignore most of this damage reduction
New item "Ghost Curse" added
Ghost Curse enables the player for 180 seconds to bypass ghosts resistances (magic and physical)
Ghost Curse is found all around Enderal: in some crypts, chests and buyable by some merchants

Crystal Ghosts have increased magic resistance/armor/fire resistance, decreased frost resistance
Crystal Ghost/Mighty Wisps will slow and deal damage over time with every attack
Spectral Apothecarius that previously had silver swords now have rusty silver swords/Rune Sword
Spectral Apothecarius have more mana and cast more often
Summoned Guardians renamed to Guardian Ghost
Some Ghosts are no longer easily staggered

Silver Weapons are sligthly weaker and weight slithly more
Silver Weapons still do more damage to undeads than Aeterna weapons!
Silver Arrows are slightly more expensive
Silver War/Battle Axe added, complete with temper and crafting recipe

NPC`S/ENEMIES

Follower get less damage, regenerate health faster and have more poison resistance
Constantin Firespark is now attackable like Jespar/Calia/Lishari
Constantin Firespark mana/health reduced and no longer has a silver sword
Jespar does 5% more damage
Jespar/Calia do 10% more damage to undeads
Fixed a Bug with Jespar that caused the quest "All the Dead Souls" to stop

NPC´s gain slightly more armor from armor pieces
Mages need a little less mana to cast
Mages will attack less often in melee
Some Wild Mages that previously had silver swords now have rusty silver swords
Bandits in the desert have pyrean/silver steel equippement
Nehrimese Officers are stronger

Grotesque Lost Ones have less range with their stomp attack
Lost Ones (Draugr) have 5% less fire resistance
Fleshless Lost Ones (Skeletons) have 3% less magic resistance
Some undeads get silversteel weapons instead of rune weapons
Some undeads (mostly bosses) have decreased melee damage

The damage of cloaks from elementals reduced
Crystal Elementals no longer have the same resistances as Frost Elementals
Crystal Elementals have increased magic resistance/armor/fire resistance, decreased frost resistance and no longer have a frost cloak
Mud Golem Damage/Armor/Resistance/Health increased
Elemental Wolves are in the elemental faction and always have the fire elemental abilities
Fire Elemental explosion damage from 70 to 90 increased

Tomb Guardians no longer have Arp Poison, instead they have their own wich slows
Grave Guard Shield will get displayed properly
Some Boneshredder have more health and damage
Boneshredder have decreased armor and magic resistance
Boneshredder now slower than Vatyrs (Vatyr 120, Boneshredder 103)
Desert Rats are now white, increased health, increased damage, increased xp gained
Pus Beetles in the desert are bigger, mightier and not so easily staggered
Pus Beetles have more armor
Tyargs are slower, have increased health and have new loot
Steppe Crusher have a new Ai, are more aggressive, new attack pattern, more health/damage, and new loot
Sand Spiders are smaller, faster, have a better poison and have reduced health

Arp Poison no longer paralyzes but does more damage
Arps now always have rune swords
Spider Poison no longer paralyzes but does more damage
Big Spiders have better poisons than small spiders
Pus Beetle Bite does more poison damage and the spit does less damage
King Crabs are no longer aggresive
Damage of some rats increased
Some predators (like tiger, leopards) have increased movement speed and decreased health
River Crabs, Pit Rats and some young animals give less XP
Mythic creatures have more armor and their resistances reworked
Some bosses are stronger

WEAPONS/ARROWS/ARMOR

Starling/Silversteel weapons are now buyable from merchants if they player reached a certain level
Some weapons made with smithing are better (mainly 2h weapons)
Some arrows are now harder/later found by merchants
Arrow count found as loot reduced (only arrows found in the later areas of the game)
Bow damage increased by 2%
Nemesis Set is now clothing and no longer light armor
Magic Rings/Necklaces are found a little bit more often
The damage reduction per worn armor from 1% to 1.75% increased (this are the base stats and have nothing to do with the actual armor)

The player needs slighlty less XP at the beginning and more XP the higher his level is
The bar keeper in Frostcliff Tavern has less gold and skill books
Massive Chests have less useless loot
Samael Silren (Bank) no longer sells healing potions/skill books
Sneaking again slightly harder
High level locks are harder to unlock
Less lockpicks to find
The player gets 10% less gold for selling items
Resurrect Staffs are worth less
The damage of some traps increased/rebalanced
Diseases have a sligthly higher chance to proc of an animal attack
Some unneeded entries removed

Version 1.24b

TALENTS/PERKS

Dimension Rift duration from 5/7/9 to 8/10/12
Dimension Rift absorbation from 40/50/60 to 15/20/25
Dimension Rift max level difference from 8 to 6
Fire Arrow count from 3/4/5 to 2/3/4
Fire Arrow duration from 5/5/5 to 10/14/18
Fire Arrow damage from 5/7/9 to 4/4.5/5
Shadow of the Wind description fixed
Shadow of the Wind bonus sneak attack damage from 15% to 15/17.5/20%
Shadow of the Wind duration from 15/30/50 to 15/20/25
Shadow of the Wind cooldown from 190 to 200
Skarrag Stance has the right values
Shadow Warrior sneak attack bonus from 30% to 40%
Master Thief chance to stagger from 30% to 50%

Version 1.24

Updated for 1.1.6.0

NPC`S/ENEMIES

Lishari Peghast is vulnerable like Jespar/Calia
Jespar/Calia receive less damage
Jespar/Calia are no longer immune to poison
Spider/Pus Beetle poison does more damage
Four Tusks/Giants are immune to paralyze poisons
NPC´s will see the player better over long distance
Some NPC´s will have slightly better weapons
Damage of rats slightly increased
Mages prefer casting over fighting and are more aggresive
Wisps deal less physical damage and more magic damage
Wisps slow the player for 25% instead of 5%
Jakals bowmen damage and health reduced
NPC´s need 10% more mana to cast

WEAPONS/ARMOR/COMBAT

The damage reduction per worn armor from 3% to 1% decreased (this are the base stats and have nothing to do with the actual armor)
Heavy Armor was unintentionally nerfed too much in the last patch and is now reverted
Heavy Armor has 10% less armor
Maximum damage reduction of armor decreased from 85% to 80%
Block skill scaling reduced
Heavy armor shields have less armor
Damage bonus to the player if he´s staggered increased from 15% to 17%

Cooldown of all Talents increased by 15-40 sec again. I know that not everyone likes the high cooldowns but i think this is necessary

Qyranian Warcry duration from 9 to 12
Tempest duration from 10/17/25 to 11/18/28
Shadow of the Wind duration from 20/40/60 to 15/30/50
Shadow of the Wind now gives a 15% sneak attack bonus and no longer critical strike chance
Well of Life cooldown from 360 to 330
Well of Life duration from 60/120/180 to 3/15/25
Well of Life healing from 25/33/50 to 35/35/200
Well of Life Tier 1/2 heals up to 60% of your total health (depending on how much health the player is under 0)
Eye of the Storm duration from 4/5/6 to 5/7/9
Fire Arrows now give 3/4/5 Arrows again but do decreased damage
Splintet Limbs falling damage decrease from 50% to 75%

The value of scrolls adjusted
Scroll of Lightning Rune will do damage as intended
Some changes to spells that create light
Fireball/Chain Lightning/Frostwind Rank I spellbook cost increased and they are found later into the game
Staves/Weapons consume more charges
Manacost of Mark/Recall/Magelight/Nighteye reduced

MISC

The player is louder and is easier to see in the darkness
Falling damage increased
Spider Poison is now sellable
Stamina of Horses/Donkeys increased. Stamina regeneration reduced
Arrows fly slightly faster
Stamina drained by sprinting slightly decreased
Alcohol regenerates less mana
Alcohol reduced staminaregeneration duration increased
Mana Fungi duration from 75 to 80 sec
Kilras Redemtion (unique weapon) has a better enchantment
Like always some small changes that i cant/wont write here

Elemental concentration spells (e.g. Grounding) casting time increased to 0.7 sec
Some concentration spells were deleted from the game (every concentration spell has 3 ranks now)
Changed "Poison Spray" into "Poisonous Touch" (its no longer a concentration spell)
Light Beam is no longer a concentration spell

STAMINA/MELEE

Staminaregeneration decreased by 35%
Sprinting drains 0.4 Stamina/second more
At 75% or more stamina, the player gets a damage bonus of 6% (was 10%)
At 30% or less stamina the player receives a damage reduction of 12% (was 15%)
At 5% or less stamina the player receives a damage reduction of 25% (new)
Power Attacks drain more Stamina
Attacks with 2H weapons cost more stamina
Fixed some problems with the stamina consumtion of normal attacks

Blocking is a little bit less efficient
High level dagger damage fixed
The axe perks dont work on ghosts anymore
Maces/Warhammers do more damage versus undead
2-Handed Axes are now actually slower than 2H swords and faster than 2H hammer
If the player is staggered he gets 15% increased damage instead of reduced damage done
Power-attacks will always stagger "small" enemies (like Humans, Wolves, Lost Ones)
The range of 2H weapons reduced

ALCHEMY/FOOD

Health/Mana/Stamina potion effects no longer stack with themselves (e.g. if you use 2 healthpotions the second overrides the first)
Self made poisons are no longer instant
It is no longer possible to craft health/mana/stamina potions
More ingredients with health/mana/stamina regeneration
Alchemy is 10% better again
The value of many ingredients decreased
Ambrosia heals 4% less fever
Morning air potions regenerate more stamina

The player only gains 0.5 Health per level up down from 1 Health
Difficulty multiplicators reworked (The player and enemies do less damage)
Falling damage reworked
Everything is a little bit more expensive
Mana regenerates a bit faster in combat
Silver Weapons are more effective versus undead and ghosts
XP needed to gain a level increased by 10% (was 7.5%)
Jespar and Calia can be attacked but fall down on their knees if the would die and stand up again after some time

ENEMIES/MISC

Skeletons have 10% more magic resistance
Lost Ones (Draugr) have more Fire/Shock resistance
Health and Armor of undeads reduced
Arps have 8% magic resistance
Small Spiders have less damage and no longer paralyze
Melee Damage done by Wolves/Bears/Trolls/Vatyrs slighty reduced
Vatyrs are now fearless
Vatyrs/Trolls have more health
Vatyrs attack slighly less often (especially if they are grouped)
Trolls regenerate less health
Woodelemental have more health and a better AI
Undead and Human AI slightly more aggresive
Some changes to the AI wich enemies they should attack
Health from wolves reduced

Cooldown of all talents increased
Damage of some talents decreased
The first perks only give talents and no longer a passive bonus
Wolves always drop meat and pelt
Rhetoric Books cost 33% more gold
Gems worth 10% less
Enchanted Rings/Necklace are rarer and worth less
Blessing of the Wise One is displayed once in the magic menu instead of 8 times
Merchants sell more varied items
Enemies hear better and can see better in the dark
Many other small changes/fixes (it would be to much to write every little change i made this patch)

Version 1.22.1

Sprinting costs 0.2 Stamina/second more
Manaregeneration slighty decreased again
Some self made potions are worth less
Damage reduction of ghosts reduced to 50% (from 55%)
Magic damage done to Wisps reduced by 5%
The effectiveness of alchemy is 10% worse
Selfmade Mana/Stamina potions now have the right values
Selfmade Mana/Stamina potions are less efficient because they dont increase Arcane Feaver

This Spells are like every other available at merchants and in the world of enderal

SPELLS/MAGIC

Mindstorm is stronger
Runes Rank II casttime from 0.8 to 0.9 increased
Boon now has Sound
Player Manaregeneration slightly decreased
Some changes to spells that are added from this mod
The high level spellbooks will be found earlier
The player level requirement to buy spellbooks from merchants is lowered
3 "new" Staffs with higher damage (dropped by Wild Mages)
Silence (Rank I) duration drastically reduced, manacost reduced
Silence (Rank II) manacost reduced, casttime reduced

Skeletons/Lost Ones health increased
Skeletons/Lost Ones armor drastically increased
Skeletons/Lost Ones are "dumber" and block less often
Skeletons have 25% magic resistance
Lost ones (Draugr) have good frost resistance, bad lighting resistance and no fire resistance
All Ghosts now take 55% reduced damage (it was 50% and not all ghost had this ability)
Wisps take 5% increased magic damage
Some Ghosts explode when they die and drain mana and stamina with it
Ancestral Spirits damage nearby enemies if they fall under 35% Health
Melee damage from undead bosses drastically reduced (they had far too much damage)
Bonejudge (Perk) bonus damage to undead decreased by 5%
Death Mage (Perk) bonus damage to undead decreased by 10%

Ingredients now have the proper values (e.g. Fireresistance had 0 sec.)
Crafted Mana/Staminapotions regenerate over time
Healingaura/Protection against Poison Spellbooks now have the right cover
Some missing translation in the talent tree fixed
Damage done to the player increased by 10% in "Iron Path"
Arrows are a bit more expensive and more effective (except old ones)
Items sold by blacksmith´s now scale with the player
Blacksmith´s no longer have 1 item 30 times. Now they have up to 30 items. (as it is intended)
Bonejudge now works as intended. (Undeads live 25% longer)
Focus (talent) now decreases manacost by 20% (was 33%)
Other small changes/fixes i already forgot :)

Version 1.21

GAMEPLAY MECHANICS

Spellkillcam activated again
Attacks need less stamina
Food that heal over a long period of time regenerate a little bit slower
Teleport Scroll cost reworked (more expensive)
Masterskillbooks cost reduced
Circlets dont have armor and are clothing
Vatyrs have slightly less damage/health
Arps cant poison the player with bashes (attacks while blocking)

SKARRAGIAN STANCE

Skaraggian Stance is now working as intended!!!
Skarragian stance multiplied damage to the player by 1.5/2/3 times (original values) Skaraggian Stance increases player damage by 15/20/25% Skaraggian Stance increases damage done to player by 30/27.5/25%

Some minor changes/fixes to some armor
Some minor changes to Spellscrolls
Mana Fungi manaregen from 15% to 12%
Hopefully fixed a bug where blocking a knockbackattack didnt work anymore

Version 1.20

GENERAL GAME MECHANICS

City guards are now no longer invincible
The 2 fences in the lower city can now buy stolen jewels
Young animals do less damage
Attacks with the shield costs 10 less stamina
Some enemies are now more aggressively and block a little more often
Potions produced by Alchemy are 40% better (potions which have given 10% Fire Resistance now give 14%)
Enchanting scales much better now (Enchanting level 100 now produces twice as strong items as in the original)
Stealing is many times more difficult

LOOT

Loot increased once again: more loot in treasures / more potions etc.
In barrels/bags is more diverse Loot (The list of the items this container "gets" has been increased)
Backpacks can be rarely found in crates
It is no longer possible to get several spellbooks out of a treasure
Bandits now drop various objects and not only gold and picks (among others Silver / Gems / Jewelry)
Scroll Stacks now give 3-4 not 0-2 scrolls
Scroll boxes now give 6-9 scrolls not 0-2 scrolls and spellbooks 0-2
Gold Forest Elemental now properly drop Forest elemental items

PERKS / TALENTS

Bug fixed that caused that the Qyranian warcry was getting wrong bonuses
Iron Will now increases magic resistance by 10% instead of reducing spelldamage by 15%
Necromage damage to undead bonus reduced by another 5%, from 20% to 15%
Arcane Rage lightning damage bonus from 20% to 18%
The Perk Abyss now works as described

Skarragian stance multiplied damage to the player by the 1.5/2/3 times (!!! original values ​​!!!)
Unfortunately i dont know how to change that (yet). In the future i will try to fix this or replace the talent
Until then the Skarrag stance has now more damage bonus ...

Zauberschriftrollen mit nur einer Stufe haben nun keine Klammer am schluss (wie z.b.(Einfach))
Revised magic scrolls costs and strength
Fireball / Chain Lightning / Frost Wind are now available later in the game
Magic added by this mod is available sooner
Magic added by this mod is now also available as loot (in treasures, etc.)

Fireball Rank I-II AoE increased from 4 to 5 (Rank IV and onwards the AoE is 6)
Fireball cast time from 0.6 to 0.8
Frostwind cast time from 0.5 to 0.65
Chain Lightning cast time from 1 to 1.1 (Chain Lightning Rank VI from 0.7 to 1.1)
Firebolt casting time from 0.8 to 0.6
Glimmering Lightning cast time from 0.8 to 0.7
Ice Arrow cast time from 0.5 to 0.4
Master spells added by this mod now cost more mana
Equilibrium Rank II-III give more mana than they deduct life
Reduces mana cost Highlight
Magic protection resistance is now 10/17/25 (orig. 08/14/20) but costs more mana
Increased gods shield mana cost
Mana regenerates faster
Elemental Magic Spells now do 5% less damage (This Change is from 1.19 but it wasnt implented in the english version)
Manacost of all Spells is now increased by 5%, Psionic is increased by 10% (This Change is from 1.19 but it wasnt implemented in the english version)

PSIONIC

Panic Rank I-III have been strengthened and V-VII were slightly weakened
Panic Rank VIII costs less mana and has also been strengthened
Enrage has been strengthened at all ranks
Enrage Rank III-VI mana cost reduced drastically
Enrage casting time now is reduced by 0.075 per rank instead of 0.05 (Rank VI from 0.25 to 0.125)
Mindstorm cast time from 0.7 to 0.5, the probability of some effects was increased

OTHER

Apothekarius Veil has a bonus to light magic
Respawn times reduced again
Sneaking once again a little more difficult
Trolls take 15% increased Fire damage

Version 1.19

STAGGER

The player staggers opponents with power attacks harder
The player will get staggered more often
The player does less damage if he´s staggered

GENERAL BALANCE

The player gets 1 health per level in addition to the skilled Attribute (DOES NOT WORK RETRO ACTIVE, FOLLOW THE INSTRUCTIONS BELOW)
Open the console and enter "player.modav health #". "#" Is the level of the player -1. ("player.modav health 12" if the player level is 13)

Each spell costs 5% more mana
Each elemental magic spell does 5% less damage again
Entropy damage spells slightly weakened (still stronger than original)
Fireball/Chain Lightning/Frost Wind ranks I and II are now journeymen Spell
Mystical arrow damage from 24 to 18
Mystical Bow Rank II-V has 1 more damage

PERKS/TALENTS

Steady hand Perk Description corrected (effect does not affect more than 50% stamina)
Swirl blades Perk Attackspeed from 15% to 10%. Swirl blades are now + 10% damage
Shield stroke now has a real chance (34%) to disarm the opponent
Thieves apprentice Perk crit damage works properly now (oops ...)

OTHERS

Loot in general is a little more versatile
Ambrosia may drop in chests of rare items
Dead skeletons now have not always potions but have various other objects
Riq and Sebald (the sailors at the beginning) now have less life
Healing Potion (Exclusive) Description corrected
Healing/mana/stamina potions show the magnitude and the duration in the menu
Healing/mana/stamina potions now have the correct icon in the menu (THANKS TO "CreepingDarkness"!)

Version 1.18

Updatet for PATCH 1.1.2.3

STAMINA MANAGEMENT

A strike with melee weapons now costs stamina
Aiming with a bow now costs stamina
Blocking now costs stamina
Sprinting costs again less stamina
At 75% or more stamina, the player gets a damage bonus of 10%
At 25% or less stamina the player receives a damage reduction of 15%

TALENTS

Talents have the same cooldowns on all levels (the various Cooldowns led to bugs)
Cooldowns of all talents again slightly revised (in addition to the aforementioned Changes)
Qyranian stance renamed Qyranian warcry
Qyranian warcry increases movement speed and attack speed for a short time
Qyranian warcry does not stack with other attack speed effects!
Qyranian warcry are 15/20/25% attack speed and movement speed +30/35/40 points for 8/9/10 seconds

Kinetic Nova now has less force
Necromage Perk damage bonus to Undead from 25% to 20%
Candlelight mana cost reduced to Rank 2 and 3
Mage Light mana cost reduced and Tier I more light
Water Breathing rang mana cost 2 less

ITEM PRICES

All items are now again a little cheaper (still a little more expensive than the original)
Teleport Scrolls are now again a little cheaper (except by Ark)
Experts craft books prices further reduced from 70 to 60 (original 80)
Master skillbook prices again reduced from 500 to 475 (original 525)
Experts skillbook prices reduced from 90 to 87 (original 90)
Journeyman skillbook prices again reduced from 60 to 55 (original 65)
Apprentice skillbook prices further reduced from 30 to 28 (original 32)

OTHERS

revised difficulty multipliers again
If fire elementals die, they explode and cause damage
The Dark Hand NPCs now have magicians KI
Woodcuttersaxe which could not be used for wood felling renamed into Simple Axe
Both woodcutters axes now have more reach and simple axe has +1 damage
revised trap damage again
Dual casting spell damage bonus back to the original values

Summoned weapons are now silent
Mystical Binding Bonus Damage to summoned weapons from 25% to 30%
Summoned Bow Damage from 7/15/21/27/32 to 6/13/19/25/30
Summoned Axe deals damage from 15/30/39/53/68 to 15/29/37/48/60 (the best 2H axe in the game has a base damage of 44)
Summoned Sword Damage from 8/17/24/31/39 to 7/16/23/30/38

Damage multipliers of difficulty levels revised (more info on the main page)
Trap damageno longer varies. There are no more Fire Traps doing less damage than other Fire Traps
Trap damage has been adjusted
Sneaking is a little easier
Sneak bonus on ghost run increased
Another 3 healing potions in the beginning were removed (total now 5)
Elemental magic is 5% less effective
Killer Shot Perk Rank 2 from + 15% critical damage to + 25% more crit damage
Silent Perk noise reduction increased from 30% to 40%
Damage of rats has been reduced

VERSION 1.16

STEALING / SNEAKING / LOCKPICKING

Stealing is harder
Stealing is more difficult if the opponent is good at stealing
Valuable items are now easier to steal
Lockpicking is harder
Lockpick Perks make it easier to crack the locks open by 30% for the respective locks and worse locks
All locks crack Perks now have a side effect (More information below)
Bug that silenced the player was fixed
Sneaking is a little harder

MANA REGENERATION

Mana Fungi duration increased from 260 to 320 seconds
The base mana regeneration was reduced from 3 mana / sec to 2.25 mana / sec
However, in Vanilla Enderal, the player has reduced an invisible mana regeneration debuff by 90%
The player now has + 12% mana regen from the beginning
This means that the mana regeneration was at the beginning at 0.3 mana / sec and now at 0.5 mana / sec

MAGIC

Healing Aura Healing reduced from 2/3% life per second to 1.75 / 2.5%
Mindstorm more casting time
Kinetic nova costs more mana and no longer shows mana / second
Fire Nova costs more mana
Protection against poison (Rank I and II) costs more mana
Rank I runes casting time from 0.75 to 0.9
Rank II runes casting time from 0.5 to 0.75 and range from 20 to 17 (Rank I range is 15)
Summoned weapons now have a casting time of 0.1 sec
Light Magic Spells that had no cast time before now have a duration of 0.5 sec

Loot in chests and in general was increased again
Damage of enemies on Iron Path has been increased by 5%
Opponents respawn rates reduced by 25% (still 50% higher than the original)

VERSION 1.15

HEAVY ARMOR REVISION

The armor of NPC's has been reduced
Maximum Armor damage reduction from 80% to 85%
Maximum damage reduction by blocking back to 95% (from 100%)
Blocking with a weapon or shield is now 5% worse
Matching Armor Perk: bonus armor from 13/10% to 16/14%

For each piece of heavy armor worn except the Breastplate, the player gets + 6% mana cost on spells and for Breastplate + 10% (except shields)

Heavy armor did NOT slow down the player in Vanilla Enderal
For each piece of heavy armor worn except breastplate, the player gets -3.5 movement speed and for chest armor -6 (except shields)

The perk conditioning really does mean that the player moves faster and requires less stamina when sprinting
The Perk debilitation is now called Battle Mage. Combat Mage Perk: Wearing Heavy Armor no longer interferes with spells.
Heavy armor of the player now has 120% more armor
Heavy shields of the player now have 60% more armor
Sprinting with heavy / medium armor costs more stamina

MAGIC / PERKS

Kinetic Nova can now no longer throw away big opponents
Healing Aura now costs more mana, regenerates 2/3% life per sec, lasts 30/60 sec longer, and is no longer cumulative
Furious Perk reset to default
Arcane Resistance is now displayed in the menu and works correctly
The 1st Mage Perk now always works as intended in the previous patch. Passive mana regeneration increased by 10% if the player wears a robe.

OTHERS

Starling devices now always drop full soulstones
Starlet Centurions now have more life and armor
The Ash Widow now drops the spell Fire Nova
Arrows now drop a little more
Melee range increased slightly
Fixed some problems with armor (armor keywords and robes I overlooked)

VERSION 1.14

Potion Overhaul

The changes in the potions are so versatile that I will not put everything in here, but basically I have unified and strengthened the potions
The effectiveness of all potions has been increased (eg fire resistance potion from 5/10/20% to 15/25/40%)
The cost of all potions has been revised (with some increased in others decreased)

24 NEW POTIONS ADDED: (35 in total with the poisons from the last patch)
Whole New Potions: Protector Potion (Increases Bow Damage), Combat Potion (Increases One-Hand Weapon Damage)
Each potion such as One-Handed Weapons, Enchanting, Rhetoric, etc. now has 3 potions (Rancid / Simple / Standard)
Each resistance potion now has 3 potions (Simple / Standard / Improved)
Potions that Increase Regeneration of the 3 main attributes now have 2 potions (Rancid / Simple)
Potions that increase the maximum value of the 3 main attributes now have 3 potions (Rancid / Simple / Standard)
Bastion Potion has been changed from: Strengthens heavy armor to increased armor

Loot changes

There are no longer certain potions more often than others (except health / mana / stamina)
Generally more loot
Less silver items
Gold bags now always have gold
Gold bags later in the game have more gold
All starling devices now drop items and also have "realistic" loot (oil, metals, etc.) and not soul stones, etc.

New spells and spells changes

Adds Healing Aura Spell Rank I and II (Light Magic). Rank I from level 20 at vendors and rank 2 from level 30.
Adds protection against poison spells Rank I and II (Light Magic). Rank I from level 14 at vendors and rank 2 from level 25.
Kinetic Nova spells (from patch 1.12) less mana cost and power and effectiveness is now also dependent on the opponent
Fire Nova Spell (from patch 1.12) less mana cost

Talents / perks

Flash powder cooldown from 70/75/80 to 90/85/80
Psionic veils lasting from 5/7/10 to 6/9/12 and cooldown from 65/70/75 to 65/67/69
Dimensional rift duration reduced from 11/15/20 to 7/9/11 and cooldown from 75/85/95 to 75/80/85
Shocknova cooldown from 40/40/40 to 50/55/60
Mana regeneration increased from 8% to 10% from the first perk of the Mage talent tree, but only if the player wears a robe (This only works if you start a new game)

fixes

Necromancer Perk now also reduces the mana cost of Expert Spells
Pus beetles spit poison again and this also paralyzes
Fixed bug caused by "Skyrim - Enhanced Camera" that the player was thrown away by paralyze effects

Others

Sneaking is harder again but sneaking skill is better
Amrosia reduces Arcane Fever by 22% (previously 25%)
Saturation effect from 0.35% life per second to 1% life per second (For soups and other dishes with side effects from 0.25% to 0.85%)
Increased Arcanist Fever (40%) now also gives -30 maximum mana
Severe Arcanist Fever (70%) now also gives -10% Mana Regeneration, now reduces Life by 30 (previously 25), and decreases Load by 35 (previously 30)

Backpack (magical) now requires 60 crafting. Previously 35 but the description said 80
Backpack (spacious) now requires 45 crafts. Previously 35 but the description said 50
Foxes and crabs are no longer attacking bandits
"Tutorial" Mud Golem is now more powerful
Chests have more varied loot
The designation of some spells corrected (apprentice / journeyman, etc.)

VERSION 1.12

Bug fixes:

Visual effects of creatures should no longer transfer to the player
Enchanting no longer scales with light magic
Poisons now become weaker the more poison resistance the opponent has
Some armor had wrong keywords
Some ingredients had wrong keywords
Some foods had wrong keywords
Some scrolls had wrong keywords
Bug fixed which prevented that creatures could be summoned
Each key now has sounds when looting / dropping

Master skillbook 2-handed will cost you 500 as intended
Master skillbook Sneaking will cost you 450 as intended
Forest elemental drop forest element sap
Chests that previously only had gold now have 50% less gold but random loot

VERSION 1.11

Talent changes

Ghost Walk Duration of the marker reduced to 1 / after successful marking of the target the player gets a bonus on sneaking
Qyran Fighting Stance gives +12/20/28 movement speed (95 is the base speed of the player) and -25/20/15% Attack Speed

Perk changes

Stunning Blow is now working on Power Attack Forward (original: backward)
2-H Warlord Perk now works on Power Attack (original: backward)
Reflecting attacks Perk now works without heavy armor
Iron Will Perk now gives 15% magic resistance even without heavy armor
Moloch Perk now also gives the Armor bonus on shields
One handed weapons damage Perk back to original values ​​8% / 15%
Expert locksmith Perk now also gives 20% Armor Penetration for bows
Bow and One-Handed sneak Attacks Perk increased to 2.25-fold damage (previously: 2 / original: 2.5)

Steel Guardian is now lvl 30 (original 1)
The blind prospector is now lvl 35 (original 25)
Arveldhiin the Wanderer is now lvl 30 (original 1)

Arrow mechanics

Arrows stay in Npc's for 60 sec (10 original)
Maximum number of arrows in a NPC is now 5
Arrow Hitbox set to original value again

sneaking mechanics

Sneaking is a little harder
NPCs are looking for the player even longer

Others

Predators had attacks of rats in their attack "pattern" and thus the Knockback mechanic didn't work
Water Breath Potion Duration increased to 30 sec (original 10)

VERSION 1.10

Knockback Implementation:

Troll / vatyr / spider (jump attack) / bear / predators / mammoth / mud elemental and many other creatures now have some attacks that knock the player down
This effect can be prevented by blocking (with Weapon / Shield / Magic Shield) or by the last perk in the Keeper Skilltree "Steadfast".

NPC spells:

Entropic mages summon various creatures
Spectral Apothecaries have more spells
Fire Elementals no longer have "Beam" spells (only more projectiles)
Ancestral spirit has more spells
Bosses have more spells available and have been strengthened

Factions determine which Npc likes wich Npc
Some Npc´s got new factions
Even more factions created e.g. Bears no longer help big cats in combat

Misc

The player can place 3 runes now, but needs more mana and have more spell time and less range (Rank 2 runes get less casting time / range)
Diseases are more fatal
Respawn times of NPCs reduced (twice the original)
Power Attacks only need 15 stamina (previously 25)
Some talents have less cooldown
Carry capacity increased to 115 again
Silver items (Spoon, Knife, Bowl) now have a value of 12 per 0.5 weight.

Animals and creatures now drop more appropriate items (e.g. bears 4 claws instead of 1 etc.)
Predatiors now also drop eyes
Pus beetles drop chitin and insect eggs (they did not have loot before)
Each Vatyr drops now 2 "Vatyr Ear" and "Vatyr Pelt" (Some Vatyrs had no loot or they had 1-2 ears)

Salt can now be processed with the cooking pot in 5 pinch of salt
You no longer need salt to cook, but a pinch of salt

Horses are now a bit slower than without mod

You now need 7.5% more Xp (previously 5%)

VERSION 1.07

Noise, light and weight play a bigger role in sneaking
Sneaking skill has less effect on sneaking (not too much difference)
NPCs are looking for the player longer
View radius of NPC's smaller

Enemy Archer accuracy increased

VERSION 1.06

General prices a little reduced (still a little higher than original)
Experts craft books cost from 80 to 70
Skillbook apprentice costs from 32 to 30
Skillbook journeyman costs from 65 to 60
Skillbook expert unchanged at 90
Skillbook Master costs from 520 to 500
Backpack carrying capacity has been increased (still lower than original)
Cooldown of some talents increased again
Horses of all kinds (and donkeys) can now die
Horses flee when it comes to fighting
Horses run 20% faster

VERSION 1.05

Ambrosia value increased by 5
2-hand weapon perk that increases damage is 2% / 1% better
Spell book costs unified. Rank 1 Books sometimes had the same value as Rank 2 books of the same spell. The differences between rank 5 and 6 books costs were too low and are now increased.
Controller is fixed
Eye of the storm cooldown increased

VERSION 1.04

Blessing of life was weakened by about 25%
Summoned creatures have more casting time (from 0.5 to 1 sec)
Eye of the Storm duration from 6/8/12 to 4/5/6
Potions are slightly better

VERSION 1.03

Traders refresh their inventory after 4 in-game days (instead of 5)
Ambrosia value reduced by 10
Ambrosia is 5% more effective

VERSION 1.02

Manacost reduction perks from -30% to -40% buffed
Dualcasting is 5% more effective

Straight donations accepted

Faster combat because of increased damage multipliersFixed many Problems with insane damage multipliers on enemiesAll actions cost stamina. 70% or more stamina = damage bonus, 30% or less = damage reductionBlocking with shields or weapons is much more efficient, heavy shield bash is now availableHeavy Armor is much better but will slow the wearer and will increase mana cost for spellsFollowers like Calia/Jespar are no longer invincible and will fall down if they would die

AI reacts better, attacks/block more frequentlyArchers now use Arrows and will switch to melee weapons if neededCertain creatures (like Bears and Trolls) will knockback the player with some attacks if the player isnt blockingUndeads have drastically increased armor and health. Added new silver weapons, silver arrowsGhosts have drastically increased resistances. Bypass it with silver weapons or with a new consumable called "Ghost Curse"More diversity between creatures. Some Examples:

Mud Golems (Troll Template) don´t regenerate Health but have increased resistances Steppe Crusher (Deer Template) are more aggressive and have a new attack pattern Boneshredder (Vatyr Template) are slower and have increased armor, magic/poison resistancesCrystal Elementals (Frost Elemental Template) have new resistances, no longer deal frost damage in an AoE around them, removed frost FXSpiders have different poisons (slow, paralyze or increased damage poisons) and big spiders will knock the player backGiants, Bears, Spiders, Trolls, Mud Golems have new attack patternsStarling Guardians will use their crossbow

35 new Potions/Poisons and rebalanced the others (in most cases they are stronger now)22 completely new Spells (many of them didnt even exist in Skyrim)Manacost is drastically increased, Manacost reduction perks are now mandatory to properly cast spellsCompletely rebalanced elemental spells. Some spells were just much better than others of the same rank.Psionic is better and with the new spells added its a viable skill

Alchemy is much more usefulStealth/Pickpocketing/Lockpicking rebalanced and overall made harderLoot is much more diverse. Animals/Creatures will drop appropriate itemsMany, many other changes. More informations are below and in the changelog

2. NPCs use ammunition and arrows hit targets even at high range- Go to the directory: C: \Users\username\Documents\My Games\Skyrim- Open "Skyrim.ini"- Add "bForceNPCsUseAmmo = 1" under "[Combat]"- Include "[Actor]" if it does not exist and add "fVisibleNavmeshMoveDist = 12288.0000" under "[Actor]"- Save and Finish

These numbers don´t necessarily mean that the player does half the damage a bandit would do. The player gets some advantages that enemies don´t receive and bandits in the beginning have about 50% less health than the player. Many enemies have decreased damage multipliers.A bandit in the beginning of the game is about as strong as the player at the beginning.

- General Game mechanics: 1. Faster fights because of increased damage multipliers 2. About 10% more XP are required for a level-up 3. Movement speed adjusted 4. More falling damage 5. Carry capacity lowered (type "player.modav carryweight 100" in the console if you dont like this change) 6. Pay more and get less for items of any kind 7. Many Perks reworked and adjusted 8. Many Talents are rebalanced and all of them have more cooldown 9. Less mana/stamina regeneration, increased the in combat regeneration rate of mana/stamina10. Stealth/Pickpocket/Lockpicking Mechanics reworked11. The weight of various items have been changed12. Fixed a ton bugs/inconsistencies (Some of them were incorporated in Enderal Patch 1.2.0.0)13. Followers like Calia and Jespar are no longer invulnerable14. 50% Frost resistance will prevent slow effects from frost spells (this affects NPC´s and the player)15. 50% Poison resistance will prevent slow/paralyze effects from poisonous sources (this affects NPC´s and the player)

- AI: 1. AI reacts better, engages more often and blocks more frequently 2. Archers use ammunition (Ini tweak necessary: see installation) 3. Archers now have a melee weapon and will enter close combat with it 4. Many Creatures have new attack patterns and a new combat AI 5. There are many different Ai´s for enemies. For example there are 7 different Ai´s only for humans.

- Combat Mechanics: 1. Less Melee Range 2. Auto-Aim disabled 3. Arrows fly faster 4. Power Attacks cost less stamina 5. Power Attacks require stamina 6. Blocking with shields/weapons is better 7. Heavy Armor is much more effective but also has some disadvantages (more manacost/slower movement, this affects NPC´s and the player) 8. Blocking/Attacking/Swimming/Aiming with Bows now costs stamina 9. At 70% or more stamina, the player gets a damage bonus10. At 30% or less stamina, the player receives a damage reduction11. At 5% or less stamina, the player receives a high damage reduction12. Added the ability to do a heavy shield bash (perform a shieldbash and hold the attack button)13. Maces have armor piercing even without perks (only affects the player)14. Swords/Daggers have increased sneak attack damage and critical strike damage (only affects the player)15. Axes have increased damage (only affects the player)

- Magic: 1. Each spell costs more Mana (casting is now very difficult without the corresponding Manareduction perk) 2. Manareduction perks were buffed from -30% to -40% 3. Many changes to spells such as: - Conjured creatures remain 50% shorter - Cast time of many spells reworked - Fireball/Chain Lightning/Frostwind are higher level spells - Maximum runes number increased to 3 but manacost is increased and damage reduced - Psionic spells are better - and much more... 4. Dual casting requires 30% less mana, Dual casting for elemental spells requires 40% less mana 5. Added 22 new spells like Poisonous Touch, Fire Nova, Kinetic Nova and Calm/Fear Rune 6. All robes and circlets have 0 armor and no longer fall into the category Light armor but are enchanted 7. Completely rebalanced elemental spells (for more infos look in the changes tab and look for Patch 1.35)

- Creatures: 1. Creatures of the same race support each other in fights 2. Many creatures, mages and bosses now have more spells available 3. Reduced melee range on some creatures 4. Some enemy poisons now paralyze/slow 5. Creature/Animal loot revised and made more realistic/believable 6. Some creatures will knock the player down with some of their attacks 7. Many creatures have Poison Resistance 8. Undeads are more resistant. Fight them with silver, maces, non-frost spells 9. Some undeads carry a shield10. Ghosts have drastically increased resistances. Bypass it with silver weapons or with a new consumable called "Ghost Curse"

11. Mud Elementals now have more resistances, however, no longer regenerate life12. Melee weapons from Arps and Tomb Guardians are poisonous13. Trolls regenerate more life but have reduced fire resistance14. Starling Guardians are able to shoot with their Crossbows15. Spider size rescaled, Big Spiders can knockback the player, different poisons for different spiders (sand spiders paralyze, frost spiders slow)16. Giants, Spiders, Trolls, Bears have new attack patterns17. Skeletons have 25% arrow resistance (except for silver arrows)18. Steppe Crusher are more aggressive and have a new attack pattern19. Boneshredder are slower and have increased armor, magic/poison resistances20. Crystal Elementals have new resistances, no longer deal frost damage in an AoE around them, removed frost FX21. All main quest enemies have more appropiate (higher) levels and stats22. Increased the variety of weapons that enemies use23. Fixed the damage of many creatures that had insane multipliers. Sometimes this only applied to certain attacks.24. Some creatures such as Pus Beetles, Crabs, Starling Machines, Frost Elementals have armor25. A ton of small little tweaks here and there

- Potions: 1. Mana and stamina potions increase Arcane Feaver (stamina half less than health potions) 2. Health and stamina potions last longer and have less effect (approximately same effect) 3. Poisons have been completely revised and 10 were added 4. Potions have been completely revised and 24 were added 5. Potions made with Alchemy are better 6. Many potions/poisons are better 7. Potions don´t stack anymore

- Miscellaneous: 1. Loot completely overhauled (more loot and much more variety) 2. Vendors have more items and many items are earlier available 3. Rhetoric effectiveness on prices reduced 4. Endralean penny and lockpicks have weight 5. Crimes will be punished more severely 6. Reduces the distance at wich the AI pass on crimes 7. Diseases have stronger effects 8. Teleport scrolls are more expensive 9. Books that increase your skills cost less10. Horses run away in combat11. Removed loading screens with no longer needed information, added loading screens with information on new mechanics